d100 Chase Complications

Psion

Adventurer
Okay all,

inspired by my recent chase thread, I summon your knowledge (a high level spell to be sure) to produce entries for a table of chase complications.

Desired details would include:
  • The type of chase it applies to (air, foot/alley, foot/rooftop, horse) and terrain it applies to (city, aerial, etc.)
  • Any other pertinent details, inlcuding skill check DCs to mitigate or avoid, time delay it would incur, etc.

I have no specific chase mechanics in mind, but feel free to add those details in case I (or anyone else) decided to use them.
 
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HellHound

ENnies winner and NOT Scrappy Doo
One of my faves from my CyberPunk chase scenes -

Type: Foot Chase
Location: Urban Environment

Description: Hostile Crowd. The chase leads through a hostile crowd. The crowd isn't immediately hostile to the chasers, but will react badly to a group barging through (although a solitary person has a better chance - thus the person pursued has a better chance of getting through). The crowd immediately reduces ground movement speed to 1/4 of normal, and provides a +10 circumstance bonus to hide checks. The movement penalty can be offset by sheer strength, or intimidation. A DC 15 intimidate check will increase movement speed to 1/2 normal, and a DC 25 will increase it to full speed. Similar Strength checks will provide the same results. A failed Intimidate check, or any attempt at a Strength check, will result in the crowd turning hostile. Every 10 feet navigated through a hostile crowd results in an attack from someone in the crowd - usually something mostly harmless (thrown tomatoes, getting beaten by an old lady's purse), but there is a 20% chance each time that the attack is actually dangerous. Harmless attacks provide an additional +5 DC on any spot checks to find quarry of the chase, and 20% will require a grapple check to avoid being stopped by it (against a grapple bonus of +0 for the average commoner). Dangerous attacks involve a single hostile person (d10 - 1-5 = level 1 commoner, 6-7 = level 2 commoner, 8 = level 3 commoner, 9 = level 1d3 warrior, 10 = special character with PC class levels, DM's choice), and will usually involve a weapon or grappling attack.
 


fafhrd

First Post
Type: Foot Chase
Location: Wooded Wilds

Description: Deadfall. A mass of fallen trees and other brush conceals a sudden dropoff into a gorge. The deadfall can be noticed with a DC 15 spot check modified for distance. Those moving into the space of a deadfall are allowed a reflex save at DC 10 +1/5 feet already moved to stop in time. If you fail the save by less than 5, you may make a DC 20 climb check to arrest their fall by grabbing hold of a root or outcropping. A typical deadfall will be 1d4 x 10 feet deep. Those who fall take 1d6 points of non-lethal damage per 10 feet fallen from battering. Finally, you may make a balance check DC 15 to land on your feet.
 

EricNoah

Adventurer
Urban ideas:

fragile/precious obstacles (baby carriage rolls into the chase area)
big/worthless obstacles (a bunch of broken crates fall over in chase area)
blocked view (large wagon crosses between chaser and chasee)
sudden surface change (dry road is suddenly doused with a bunch of water, making slippery mud)
mistaken identity (someone coincidentally looks like the chasee from behind)
convenient hiding place (chasee can hide in big wicker baskets)
change of elevation (chasee jumps off bridge onto passing wagon; chasers may need to jump down farther or land on a simliar wagon)
available mount (chasee jumps on a horse)
inconvenient spill (marbles, fruit, etc.) between chaser and chasee
 

Quickleaf

Legend
Rooftop (foot chase)
A moment of tension, then the chase moves to the rooftops of the V-shaped roofs. As pursuers move down in the streets below trying to track their quarry, a lone figure takes to the rooftops in pursuit. (For Hot Pursuits)

Terrain: Close. Although there's room to manuever, there is limited space - namely, the extant of the rooftop. Leaping from roof to roof, the quarry and pursuer must be careful not to fall to their doom.
Surface: Rough. The difference in roof heights compounds the difficulty of traversing steep roofs made up of thatch, uneven wood boards, or old shingles.
Special:When using the Leap Aboard manuever, you can jump onto a horse beneath you (resolving falling damage as normal) or onto a passing flying vehicle (if you are able to jump far enough) like an airship, griffon, or flying carpet. The chase resumes either on the ground or in the sky if the pursuer finds an appropriate mode of travel. In addition, as part of the Escape manuever the quarry can attempt to increase or decrease the elevation by 10 feet.

Getting to the roof: A DC 15 Climb check and a full round action are required to get to the roof at the start of the chase. Thereafter, it requires a DC 20 Climb check and 2 rounds to get onto the roof as the chase goes higher and the streets drop lower.

On the rooftops: While on the rooftop, a character is considered to be 30-60 feet away from people on the ground in most situations. In addition, they have 50% cover from attacks on the ground. While on the rooftops, a character is considered to be balancing, and thus is flat-footed unless they have an Acrobatics, Balance, or Tumble skill of 5 or greater. Anytime you attempt to perform a manuever you must make either a Balance check or a Jump check, depending on the GM's description and decision. Typically the DC will be between 10 and 25. Failure on this check indicates you slip and fall. However, you may make a DC 15 Reflex save to stop yourself short and grab the rooftop ledge, spending a full round action to pull yourself up. In some case, you'll have to make a DC 15-25 Climb check to get back up. Otherwise, you plummet to the earth, suffering falling damage.

Obstacles:
At various points during the chase, the GM can throw an obstacle at you, including a broken shingle, death-defying gap, or a way up/down.

Broken Shingles
Some part of the roof has been deceptively repaired. Upon passing over the roof, everyone must make a DC 12 Balance check or slide down the roof. If the check fails by 5 or more, then you actually fall through the roof, falling 10 feet into the establishment beneath it. You land in an unusual environment, such as on a farrier's saddle with the paint still drying, in a pig stall, in between a cuddling couple, or right on top of a bad guy about to do some evil deed. If there are residents inside the building, you may be able to make a Bluff or Diplomacy check to convince them to go about their normal business and ignore you. The chase can then resume on the ground level.

Death-Defying Gap
Screeching to a halt, you hover over an impossibly large gap over 20 feet long. You've got no choice! Taking a couple steps back, you make the leap of your life. Make a DC 20 Jump check. If successful you reach the other side and the chase continues. If you fail the check by less than 5 you may make a DC 15 Reflex save to grab the edge; however, your grip is weak. Only a DC 22 Strength check can pull you up (if you are helped by another you may pool your Strength modifiers together to make the check). Each round the DC of the check increases by 1, until at DC 30 (8 rounds later) you slip and fall. If you fail the check by 5 or more then you fall to the earth.

Way Up/Way Down
Either you come across a way up (a ladder, rope, elevator) or a way down (fire escape, curtain, crate full of old laundry). You must make an appropriate skill check (DC 15) in order to use the way up/way down (e.g. Climb, Balance, Use Magic Device, Knowledge (architecture & engineering). If successful you may move up or down 30 feet. If you fail by less than 5, you must spend a round readying the device before trying again next round. If you fail by 5 or more, it breaks and you fall to the earth (no Reflex save).

From the SRD said:
Rooftops: Getting to a roof usually requires climbing a wall (see the Walls section), unless the character can reach a roof by jumping down from a higher window, balcony, or bridge. Flat roofs, common only in warm climates (accumulated snow can cause a flat roof to collapse), are easy to run across. Moving along the peak of a roof requires a DC 20 Balance check. Moving on an angled roof surface without changing altitude (moving parallel to the peak, in other words) requires a DC 15 Balance check. Moving up and down across the peak of a roof requires a DC 10 Balance check.
Eventually a character runs out of roof, requiring a long jump across to the next roof or down to the ground. The distance to the next closest roof is usually 1d3×5 feet horizontally, but the roof across the gap is equally likely to be 5 feet higher, 5 feet lower, or the same height. Use the guidelines in the Jump skill (a horizontal jump’s peak height is one-fourth of the horizontal distance) to determine whether a character can make a jump.
 
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iwatt

First Post
NEON SIGN

Type: Air Car Chase
Location: Any star wars type megalopolis.

As you are chased down by the <insert whatever>, you can attempt to shake of pursuit by running through the electrically charged sign promoting Rodian wine.


Mechanics: use Hot pursuit rules for swerving on a Gargantuan Barrier.

Special: The prey get's a +5 bonus to it's Pilot check since it can time it's move accordingly. Predators at PB range take a -5 to there pilot chake unless thet increase their range to Short.
 

GlassJaw

Hero
For a steampunk/Indiana Jones-esque campaign:

Type: foot
Terrain: train

Description: The bad guys are aboard a large train and the good guys must stop them before they do something bad (like crash the train or something). Because they are bad guys and for reasons only they know, they take the fight to the top of the train cars. The PC's must battle the bad guys before they get to the engine (or complete some other nefarioos task).

Obstacles/Special rules:

Performing a difficult action (ex. stabbing someone with a sword) on top of a moving train requires a Balance check to avoid falling prone. If you want to be really nasty, failing the check by 5 or more could send the character over the edge, with another check (maybe Str) to try to grab onto the edge before they fall off the train.

Low-hangng trees, buildings, overpasses, etc. Must make Reflex, Tumble, or Jump checks (as applicable) to avoid.

Moving car to car requires a relatively easy Jump check and maybe a Balance check to land on their feet.
 

GlassJaw

Hero
Here's another one, for those that like gladiators (or movies about gladiators):

Type: chariots!
Terrain: Arena/city

Description: The PC's have entered themselves (willingly or unwillingly as the case may be) into gladiatorial combat to confront the bad guy and his gladiator cronies. The PC's are on foot but when the gate opens, the baddies come storming out in chariots (think Gladiator). As the battle ensues (perhaps going badly for the baddies), the bad gladiators head for the gates, go through the arena, and emerge on the city streets. The PC's must comandeer chariots and chase after them.

Obstacles/Special rules: Standard arena battle against evil gladiators on chariots first. PC's must get their hands on chariots. Once they get to the streets, any number of obstacles could thwart their path: an open-air market, wagons full of fruit getting knocked over, little old ladies crossing the street, etc.
 


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